Shader "Universal Render Pipeline/DepthOnly"
{
    Properties
    {
        _MainTex("Diffuse", 2D) = "white" {}
    }

    HLSLINCLUDE
    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
    ENDHLSL

    SubShader
    {
        Tags {"Queue" = "Geometry" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }

        pass {
			Tags{ "LightMode" = "DepthOnly" }
            ZWrite On
			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
 
			struct appdata
			{
				float4 vertex : POSITION;
			};
 
			struct v2f
			{
				float4 pos : SV_POSITION;
			};

			v2f vert(appdata v)
			{
				v2f o;
				o.pos = TransformObjectToHClip(v.vertex);//mul(UNITY_MATRIX_MVP,v.vertex);
                //o.uv = v.uv;
				return o;
			}
			half4 frag(v2f i) : SV_Target
			{
				return 0;
			}
			ENDHLSL
		}
    }

    //Fallback "Diffuse"
}
